;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   Fascist Patch Release 4.0 
;   Authored by Steven A. Strayer
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
4       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
20      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
4       ; Communism pays support for all units past this
5       ; Fascism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
30      ; Fascism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
10      ; Max effective science rate in fascism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Rifles,             4,-2,  Too, nil, 3, 4    ; AFl
18th Century,       5, 1,  nil, nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  Nav, Tac, 3, 0    ; Amp
Naval Tactics,      4, 1,  Mys, Mat, 1, 3    ; Ast
Vaccinations,       4,-1,  ToG, Phy, 2, 3    ; Ato
[Automobile],       6,-1,  no,  no,  3, 4    ; Aut
Foreign Markets,    4, 1,  Tra, Rep, 1, 1    ; Ban
Counter Siege,      4, 0,  Sth, Las,  0, 4   ; Bri
Modern Military,    6,-1,  nil, nil, 0, 4    ; Bro
Christianity,       5, 0,  nil, nil, 0, 2    ; Cer
Skilled Workers,    5,-1,  Uni, Med, 1, 3    ; Che
Improved Tactics,   4,-2,  Feu, Hor, 1, 0    ; Chi
Laws of State,      4, 1,  Alp, nil, 0, 2    ; CoL
Rifle Companies,    5,-1,  AFl, nil, 3, 0    ; CA 
New Hull Designs,   5,-1,  Nav, Too, 2, 4    ; Cmb
Great Generals,     5, 0,  Chi, FP,  3, 0    ; Cmn
Better Cartography, 4, 1,  Min, MP,  3, 4    ; Cmp
New Formations,     7,-1,  Dem, Uni, 2, 0    ; Csc
Cottage Industries, 4, 0,  Mas, Cur, 0, 4    ; Cst
Trade Tariffs,      4, 0,  Ban, Eco, 2, 1    ; Cor
Coinage,            4, 1,  Bro, nil, 0, 1    ; Cur
Rights of Men,      5, 1,  Ban, Inv, 2, 2    ; Dem
National Mints,     4, 1,  Uni, Ban, 2, 1    ; Eco
Steam Power,        4, 0,  Met, Mag, 2, 4    ; E1 
Early Steam Engines,4, 1,  E1,  Cor, 3, 4    ; E2 
Logistics,          4, 0,  Whe, Cst, 0, 4    ; Eng
NOT USED,           3, 1,  no,  no,  3, 2    ; Env
NOT USED,           2,-1,  no,  no,  3, 0    ; Esp
Engineering,        5, 0,  Che, nil, 2, 4    ; Exp
Patriotism,         4,-1,  War, Mon, 0, 0    ; Feu
NOT USED,           4,-1,  no,  no,  2, 4    ; Fli
NOT USED,           3,-2,  no,  no,  2, 2    ; Fun
Innovotive Concepts,3, 0,  NP,  Sup, 3, 3    ; FP 
The First Empire,   3, 2,  no,  Cor, 3, 3    ; Gen
Peninsular War,     4, 1,  no,  no,  3, 0    ; Gue
French Revolution,  8,-2,  no,  no,  3, 3    ; Gun
Cavalry Formations, 4,-1,  nil, nil, 0, 0    ; Hor
Industrialisation,  6, 0,  Sup, no,  2, 1    ; Ind
19th Century,       6, 0,  Eng, Lit, 1, 4    ; Inv
Officer Corps,      5,-1,  Bro, War, 0, 4    ; Iro
Wars of Liberation, 4,-1,  no,  no,  3, 2    ; Lab
New Methods,        4, 0,  NP,  MP,  3, 3    ; Las
Better Pay,         5,-1,  Chi, nil, 1, 0    ; Ldr
Renaissance Science,5, 2,  Wri, CoL, 0, 3    ; Lit
Better Weaponry,    4,-2,  Stl, Tac, 2, 4    ; Too
National Navies,    4,-1,  Phy, Iro, 1, 3    ; Mag
Seafaring,          6,-1,  Alp, nil, 0, 1    ; Map
Craftsmen,          4, 1,  nil, nil, 0, 4    ; Mas
National Economy,   5, 0,  Cor, nil, 3, 4    ; MP 
Mathematical Ideas, 4,-1,  Alp, Mas, 0, 3    ; Mat
Medical Techniques, 4, 0,  Phi, Tra, 1, 1    ; Med
Cannon Foundry,     6,-2,  Mat, Phi, 1, 0    ; Met
Improved Artillery, 4, 1,  Too, E2,  3, 4    ; Min
[Mobile Warfare],   8,-1,  no,  no,  3, 0    ; Mob
Divine Right,       5, 1,  Cer, CoL, 0, 2    ; Mon
Poor Laws,          5, 1,  Phi, PT,  1, 2    ; MT 
Apprenticeships,    4, 0,  Cer, nil, 0, 2    ; Mys
New Ship Designs,   6,-1,  Sea, Ast, 1, 1    ; Nav
Government Support, 6,-2,  Ato, MP,  3, 3    ; NF 
Government funding, 3, 0,  NF,  E2,  3, 3    ; NP 
Basic Education,    6, 1,  Mys, Lit, 1, 2    ; Phi
Improved Physics,   4,-1,  Nav, Lit, 1, 3    ; Phy
New Inventions,     4, 1,  Ref, SFl, 3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Radical Writers,    4, 0,  Cer, Hor, 0, 2    ; PT 
Shipbuilding,       4, 1,  nil, nil, 0, 1    ; Pot
[Radio],            5,-1,  no,  no,  3, 4    ; Rad
[Railroad],         6, 0,  no,  no,  2, 1    ; RR 
Ideas of Adam Smith,2, 1,  MP,  Dem, 3, 2    ; Rec
Economic Growth,    4, 0,  Che, Cor, 2, 4    ; Ref
NOT USED,           3, 1,  no,  no,  3, 1    ; Rfg
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep
Robotics,           5,-2,  no,  no,  3, 0    ; Rob
Great Britain,      6,-2,  no,  no,  3, 0    ; Roc
Public Health,      4, 2,  Med, Eng, 2, 1    ; San
Naval Academy,      4, 1,  Map, Pot, 0, 1    ; Sea
Improved Map Making,4, 1,  Cmp, AFl, 3, 3    ; SFl
Siege Artillery,    3,-2,  Min, SE,  3, 0    ; Sth
Improved Smelting,  4,-1,  Phy, Eng, 2, 3    ; SE 
Better Iron,        4,-1,  E1,  SE,  2, 4    ; Stl
Early Factories,    4, 1,  Pla, Las, 3, 3    ; Sup
Elite Regiments,    6,-1,  Csc, Ldr, 2, 0    ; Tac
Town Militia,       3, 2,  MT,  Feu, 1, 2    ; The
Surgical Techniques,4, 0,  Ast, Uni, 1, 3    ; ToG
Trade Routes,       4, 2,  Cur, CoL, 0, 1    ; Tra
Improved Ballistics,5, 1,  Met, nil, 1, 3    ; Uni
Military Training,  4,-1,  nil, nil, 0, 0    ; War
Agricultural reform,4,-1,  Hor, nil, 0, 4    ; Whe
Ancient Writers,    4, 2,  Alp, nil, 0, 3    ; Wri
1850s,              1, 0,  FP,  Rec, 3, 3    ; FT 
User Def Tech A,    3, 0,  no,  no,  0, 0    ; U1 
User Def Tech B,    3, 0,  no,  no,  3, 4    ; U2 
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3 
Not American,       3, 0,  no,  no,  0, 0    ; X1 
Not French,         3, 0,  no,  no,  0, 0    ; X2 
Not Prussian,       3, 0,  no,  no,  0, 0    ; X3 
Not Coalition,      3, 0,  no,  no,  0, 0    ; X4 
Not Austrian,       3, 0,  no,  no,  0, 0    ; X5 
Not British,        3, 0,  no,  no,  0, 0    ; X6 
Not Russian,        3, 0,  no,  no,  0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Seat of Government,       10, 0,    Mas,
Barracks,                  4, 1,    Csc,
Food Stores,               6, 1,    Tra,
Local Militia,             4, 1,    Alp,
MarketPlace,               8, 1,    Cur,
Library,                   8, 1,    Wri,
Local Government,          8, 1,    CoL,
City Walls,                8, 0,    Mas,
Warehouses,                8, 2,    Eng,
Banking Company,          12, 3,    Ban,
Church,                   12, 3,    Cer,
University,               16, 3,    Uni,
Mass Transit,             16, 4,    no, 
Local Tavern,             10, 4,    Dem,
Foundry,                  20, 4,    Met,
Cotton Mill,              32, 6,    Whe,
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    no, 
Water Mill,               24, 4,    Ind,
Nuclear Plant,            16, 2,    no, 
City Treasury,            16, 4,    Eco,
Sewer System,             12, 2,    San,
Plantation,                8, 3,    Whe,
Toll Roads,               20, 5,    Eco,
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Coastal Battery,           8, 1,    Sea,
Solar Plant,              32, 4,    no, 
Harbour,                   6, 1,    Sea,
Offshore Platform,        16, 3,    no, 
Airport,                  16, 3,    no, 
Garrison,                  6, 2,    Csc, 
Naval Shipyard,            8, 3,    Mag,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
Income Tax,               60, 0,    Eco,
Pyramids,                 20, 0,    no, 
Dome of the Rock,         20, 0,    Tra, 
Saint Domingue,           20, 0,    Bro,
Lighthouse,               20, 0,    no, 
Great Library,            30, 0,    no, 
Taj Mahal,                30, 0,    Mys,
Great Wall,               30, 0,    Mas,
The Revolutionary Army,   30, 0,    Feu,
Early Industrialisation,  30, 0,    Ind,
Marco Polo's Embassy,     20, 0,    Tra,
Michelangelo's Chapel,    40, 0,    Cer,
Scientific Expedition,    30, 0,    SFl, 
The British Admiralty,    40, 0,    no, 
The Brandenburg Gate,     30, 0,    Eco, 
Leonardo's Workshop,      40, 0,    no, 
National Hero,            40, 0,    Cmn,
Institute of Science,     40, 0,    Pla,
Imperial Trade Routes,    40, 0,    Eco,
National Armoury,         40, 0,    FP, 
Statue of Liberty,        40, 0,    no, 
Russian Orthodoxy,        30, 0,    Sea, 
US Government,            60, 0,    nil,
New smelting methods,     60, 0,    no, 
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 
SETI Program,             60, 0,    no, 
Cure for Cancer,          60, 0,    no, 
;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
no,         ; Hanging Gardens
no,         ; Saint Domingue
no,         ; Lighthouse
no,         ; Great Library
The,        ; Taj Mahal
Met,        ; Great Wall
Mob,        ; The Revolutionary Army
no,         ; Early Industialisation
Fun,        ; Marco Polo's Embassy
nil,        ; Michelangelo's Chapel
no,         ; Copernicus' Observatory
nil,        ; The British Admiralty
no,         ; Shakespeare's Theatre
no,         ; Leonardo's Workshop
no,         ; National Hero
no,         ; Isaac Newton's College
nil,        ; Imperial Trade Routes
no,         ; Darwin's Voyage
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; US Government
nil,        ; New smelting methods
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
nil,        ; SETI Program
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fascism (Stormtroopers)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Slaves,       Exp, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Engineers,    nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Exp, 000000000000000
Militia,      Roc, 0,  1.,0,  2a,2d,  1h,1f,  3,0,  0, nil, 000000000000000
Fr.Infantry,  X2,  0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, War, 000000000000000
Siege Mortar, no,  0,  1.,0, 11a,2d,  1h,1f, 12,0,  0, Sth, 000000001000000
P Infantry,   X3,  0,  1.,0,  5a,4d,  1h,1f,  5,0,  1, War, 000000000000000
Mine,         nil, 1,  1.,1,  9a,1d,  1h,3f, 14,0,  0, Bri, 001000000000000
Landwehr,     X3,  0,  1.,0,  5a,4d,  2h,1f,  3,0,  1, Lab, 000010000000000
German Inf.,  nil, 0,  1.,0,  5a,5d,  1h,1f,  4,3,  0, no,  000000000000000
Sp.Partisans, nil, 0,  1.,0,  6a,5d,  2h,1f,  6,0,  1, Gue, 000001000000011
Br. Infantry, X6,  0,  1.,0,  5a,4d,  2h,1f,  6,0,  1, War, 000000000000000
R Infantry,   X7,  0,  1.,0,  5a,4d,  2h,1f,  5,0,  1, War, 000000000000000
US Marines,   X1,  0,  1.,0,  6a,4d,  2h,1f,  7,0,  0, Amp, 000000000000100
Royal Marines,X6,  0,  1.,0,  6a,4d,  2h,1f,  8,0,  0, Amp, 000000000000100
A Infantry,   X5,  0,  1.,0,  5a,4d,  2h,1f,  5,0,  0, War, 000000000000000
US Infantry,  X1,  0,  1.,0,  5a,4d,  1h,1f,  5,0,  0, War, 000000000000000
Fr. Dragoons, X2,  0,  2.,0,  6a,3d,  1h,2f,  6,0,  0, Hor, 000000000000000
Hussars,      no,  0,  2.,0,  7a,3d,  1h,1f,  7,0,  0, Csc, 000000000000010
Irish Rebels, nil, 0,  2.,0,  6a,3d,  1h,1f,  4,0,  0, no,  000001000000011
A Cavalry,    X5,  0,  2.,0,  6a,3d,  2h,1f,  6,0,  0, Hor, 000000000000000
Fr.Cuirassiers,X2,  0,  2.,0,  7a,4d,  4h,2f,  7,0,  0, Gen, 000000000000000
P Cavalry,    X3,  0,  2.,0,  6a,3d,  2h,1f,  7,0,  0, Hor, 000000000000000
R. Dragoons,  X7,  0,  2.,0,  6a,3d,  2h,1f,  6,0,  0, Hor, 000000000000000
Br. Artillery,X6,  0,  1.,0,  8a,2d,  2h,2f,  9,0,  0, Met, 000000000000000
Fr. Artillery,X2,  0,  1.,0,  9a,2d,  2h,2f, 10,0,  0, Met, 000000000000000
Light Artillery,nil, 0,  1.,0,  8a,1d,  2h,2f,  9,0,  0, Met, 000000000000000
Rifle Company,nil, 0,  1.,0,  6a,6d,  3h,2f,  9,0,  0, CA,  000000000000001
Field Artillery,nil, 0,  1.,1, 10a,2d,  2h,2f, 10,0,  0, Min, 000000000000000
Trafalgar 1805,no,  2,  0.,2,  0a,7d,  2h,3f, 15,0,  2, no,  000000000001001
Dutch Infantry,nil, 0,  1.,0,  5a,5d,  2h,1f,  6,0,  1, no,  000000000000000
European Inf.,X4,  1,  0.,0,  5a,5d,  1h,1f,  4,0,  1, War, 000000000010001
Bavarian Inf.,no,  0,  1.,2,  5a,5d,  2h,2f, 10,0,  0, no,  000000000000001
Danish Fleet, nil, 2,  0.,0,  0a,1d,  1h,1f, 15,2,  1, no,  000000000100000
Shore Party,  no,  0,  1.,0,  5a,3d,  2h,1f,  6,2,  0, Amp, 000000000000100
Br.Dragoons,  X6,  0,  2.,0,  6a,3d,  2h,2f,  8,0,  0, Hor, 000000000000000
Frigate,      Roc, 2, 12.,0,  5a,2d,  2h,1f,  6,1,  2, Mag, 000000000001001
Br. Frigate,  X6,  2, 12.,0,  5a,2d,  2h,2f,  6,1,  2, Nav, 000000000001001
Irish Infantry,no,  0,  1.,0,  5a,5d,  3h,2f, 10,0,  1, no,  000000000000001
B.Ship-of-Line,X6,  2, 10.,0,  6a,6d,  3h,2f,  8,1,  2, Nav, 000000000001001
Ship-of-Line, Roc, 2, 10.,0,  6a,5d,  3h,2f,  8,1,  2, Mag, 000000000001001
Man-O'-War,   Roc, 2,  8.,0,  7a,7d,  4h,2f, 18,1,  2, Mag, 000000000001001
Sloop,        nil, 2, 14.,0,  4a,3d,  3h,2f,  4,0,  2, Mag, 100000000001001
Fort,         no,  1,  0.,0,  0a,7d,  4h,2f, 40,0,  1, no,  000000000000000
Transport,    nil, 2, 12.,0,  0a,3d,  3h,1f, 14,3,  4, Map, 000000000000000
Port. Infantry,no,  0,  1.,1,  5a,5d,  1h,3f,  5,0,  0, no,  000000000000000
Africans,     nil, 0,  4.,1,  6a,2d,  1h,1f, 16,0,  0, no,  001000000000000
Saxon Infantry,no,  0,  1.,0,  6a,5d,  1h,2f, 10,0,  0, no,  000000000000000
Constitution Class,X1,  2,  8.,0,  8a,8d,  5h,1f, 22,1,  2, Cmb, 000000000001011
Rocket Corps, nil, 0,  1.,0,  5a,5d,  2h,3f, 11,0,  0, FP,  000010001000000
Goods,        no,  0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Ban, 000000000000010
Oriental Army,no,  0,  1.,6,  2a,6d,  2h,1f,  4,0,  1, no,  000000000000001
Br.Man-O'-War,X6,  2,  8.,0,  9a,7d,  4h,2f, 18,1,  2, Nav, 000000000001001
US Dragoons,  X1,  0,  2.,0,  6a,3d,  2h,2f,  6,0,  0, Hor, 000000000000000
H Infantry,   X5,  0,  1.,1,  5a,4d,  2h,2f,  5,0,  0, Tac, 000000000000001
SA Rebels,    nil, 0,  1.,1,  6a,5d,  2h,2f,  8,0,  0, no,  000000000000011
Polish Lancers,nil, 0,  2.,0,  7a,3d,  2h,1f, 10,0,  0, no,  000000000000000
Rifle Battalion,X6,  0,  1.,0,  6a,6d,  4h,2f,  7,0,  0, AFl, 000000000000011
Warparty,     nil, 0,  1.,2,  4a,4d,  4h,1f,  4,0,  0, no,  000001000000011
Rebel Slaves, nil, 0,  1.,0,  5a,5d,  2h,2f,  4,0,  0, no,  000001000000010
K.G.L,        nil, 0,  1.,0,  5a,6d,  2h,2f,  7,0,  0, no,  000010000000000
Highlanders,  X6,  0,  1.,0,  6a,5d,  2h,2f, 10,0,  0, Tac, 000010000000000
Imperial Guard,nil, 0,  1.,0,  6a,6d,  2h,1f, 14,0,  0, Tac, 000010000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Imperialism
;        2 Monarchy
;        3 Communism
;        4 Fascism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Oil,        1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Oil,        2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Revolution!,    Citizen.,    Citizen.
Absolute Monar, King,        Queen
Constitutional, King,        Queen
Consulate Dict, First Consul,First Consul
Fascism,        Emperor,     Empress
Republic,       President,   President
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 2, Babylonians, Babylonian,  0, -1,  1,
Adolf Hitler, Eva Braun,           0, 3, 3, Germans,     German,      1,  0,  0,     1, Kaiser, Kaiserina, 2, Kaiser, Kaiserina, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 2, Americans,   American,   -1,  0,  1,     4, General, General, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 0, Russians,    Russian,     1,  0, -1,     1, Czar, Czarina, 2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Emperor, Emperor, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 0, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 1, Mongols,     Mongol,      1,  1, -1,     1, King, Queen
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     1, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 2, Spanish,     Spanish,    -1,  1, -1,     4, Generalisimo, Generalisimo
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Atawallpa,    Sacajawea,           0, 7, 0, Incas,       Inca,       -1,  1,  1,

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Muskets,
Cloth,
Powder,
Timber,
Iron Ore,
Dye,
Wine,
Tea,
Horses,
Cotton,
Furniture,
Gold,
Oil,
Explosive,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      A
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













